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authorGraham Linden <graham@lindenlab.com>2019-03-12 08:56:26 -0700
committerGraham Linden <graham@lindenlab.com>2019-03-12 08:56:26 -0700
commitac2fc3029f3b9b6ba182949c29a7919f2f87eb02 (patch)
treec5ed54db8fc7400e4acebed1d3f069092123bbd4 /indra/newview/llagentcamera.h
parent3e560022459bf3534b873a7f6499dfb5eb75a7d9 (diff)
Backout tabs v spaces changes.
'warn-on-failure:no-tabs'
Diffstat (limited to 'indra/newview/llagentcamera.h')
-rw-r--r--indra/newview/llagentcamera.h564
1 files changed, 282 insertions, 282 deletions
diff --git a/indra/newview/llagentcamera.h b/indra/newview/llagentcamera.h
index 27a9891030..4575c1501a 100644
--- a/indra/newview/llagentcamera.h
+++ b/indra/newview/llagentcamera.h
@@ -27,9 +27,9 @@
#ifndef LL_LLAGENTCAMERA_H
#define LL_LLAGENTCAMERA_H
-#include "llfollowcam.h" // Ventrella
-#include "llhudeffectlookat.h" // EPointAtType
-#include "llhudeffectpointat.h" // ELookAtType
+#include "llfollowcam.h" // Ventrella
+#include "llhudeffectlookat.h" // EPointAtType
+#include "llhudeffectpointat.h" // ELookAtType
class LLPickInfo;
class LLVOAvatarSelf;
@@ -40,26 +40,26 @@ class LLControlVariable;
//--------------------------------------------------------------------
enum ECameraMode
{
- CAMERA_MODE_THIRD_PERSON,
- CAMERA_MODE_MOUSELOOK,
- CAMERA_MODE_CUSTOMIZE_AVATAR,
- CAMERA_MODE_FOLLOW
+ CAMERA_MODE_THIRD_PERSON,
+ CAMERA_MODE_MOUSELOOK,
+ CAMERA_MODE_CUSTOMIZE_AVATAR,
+ CAMERA_MODE_FOLLOW
};
/** Camera Presets for CAMERA_MODE_THIRD_PERSON */
enum ECameraPreset
{
- /** Default preset, what the Third Person Mode actually was */
- CAMERA_PRESET_REAR_VIEW,
-
- /** "Looking at the Avatar from the front" */
- CAMERA_PRESET_FRONT_VIEW,
+ /** Default preset, what the Third Person Mode actually was */
+ CAMERA_PRESET_REAR_VIEW,
+
+ /** "Looking at the Avatar from the front" */
+ CAMERA_PRESET_FRONT_VIEW,
- /** "Above and to the left, over the shoulder, pulled back a little on the zoom" */
- CAMERA_PRESET_GROUP_VIEW,
+ /** "Above and to the left, over the shoulder, pulled back a little on the zoom" */
+ CAMERA_PRESET_GROUP_VIEW,
- /** Current view when a preset is saved */
- CAMERA_PRESET_CUSTOM0
+ /** Current view when a preset is saved */
+ CAMERA_PRESET_CUSTOM0
};
//------------------------------------------------------------------------
@@ -67,243 +67,243 @@ enum ECameraPreset
//------------------------------------------------------------------------
class LLAgentCamera
{
- LOG_CLASS(LLAgentCamera);
+ LOG_CLASS(LLAgentCamera);
public:
- //--------------------------------------------------------------------
- // Constructors / Destructors
- //--------------------------------------------------------------------
+ //--------------------------------------------------------------------
+ // Constructors / Destructors
+ //--------------------------------------------------------------------
public:
- LLAgentCamera();
- virtual ~LLAgentCamera();
- void init();
- void cleanup();
- void setAvatarObject(LLVOAvatarSelf* avatar);
- bool isInitialized() { return mInitialized; }
+ LLAgentCamera();
+ virtual ~LLAgentCamera();
+ void init();
+ void cleanup();
+ void setAvatarObject(LLVOAvatarSelf* avatar);
+ bool isInitialized() { return mInitialized; }
private:
- bool mInitialized;
+ bool mInitialized;
- //--------------------------------------------------------------------
- // Mode
- //--------------------------------------------------------------------
+ //--------------------------------------------------------------------
+ // Mode
+ //--------------------------------------------------------------------
public:
- void changeCameraToDefault();
- void changeCameraToMouselook(BOOL animate = TRUE);
- void changeCameraToThirdPerson(BOOL animate = TRUE);
- void changeCameraToCustomizeAvatar(); // Trigger transition animation
- void changeCameraToFollow(BOOL animate = TRUE); // Ventrella
- BOOL cameraThirdPerson() const { return (mCameraMode == CAMERA_MODE_THIRD_PERSON && mLastCameraMode == CAMERA_MODE_THIRD_PERSON); }
- BOOL cameraMouselook() const { return (mCameraMode == CAMERA_MODE_MOUSELOOK && mLastCameraMode == CAMERA_MODE_MOUSELOOK); }
- BOOL cameraCustomizeAvatar() const { return (mCameraMode == CAMERA_MODE_CUSTOMIZE_AVATAR /*&& !mCameraAnimating*/); }
- BOOL cameraFollow() const { return (mCameraMode == CAMERA_MODE_FOLLOW && mLastCameraMode == CAMERA_MODE_FOLLOW); }
- ECameraMode getCameraMode() const { return mCameraMode; }
- ECameraMode getLastCameraMode() const { return mLastCameraMode; }
- void updateCamera(); // Call once per frame to update camera location/orientation
- void resetCamera(); // Slam camera into its default position
- void updateLastCamera(); // Set last camera to current camera
+ void changeCameraToDefault();
+ void changeCameraToMouselook(BOOL animate = TRUE);
+ void changeCameraToThirdPerson(BOOL animate = TRUE);
+ void changeCameraToCustomizeAvatar(); // Trigger transition animation
+ void changeCameraToFollow(BOOL animate = TRUE); // Ventrella
+ BOOL cameraThirdPerson() const { return (mCameraMode == CAMERA_MODE_THIRD_PERSON && mLastCameraMode == CAMERA_MODE_THIRD_PERSON); }
+ BOOL cameraMouselook() const { return (mCameraMode == CAMERA_MODE_MOUSELOOK && mLastCameraMode == CAMERA_MODE_MOUSELOOK); }
+ BOOL cameraCustomizeAvatar() const { return (mCameraMode == CAMERA_MODE_CUSTOMIZE_AVATAR /*&& !mCameraAnimating*/); }
+ BOOL cameraFollow() const { return (mCameraMode == CAMERA_MODE_FOLLOW && mLastCameraMode == CAMERA_MODE_FOLLOW); }
+ ECameraMode getCameraMode() const { return mCameraMode; }
+ ECameraMode getLastCameraMode() const { return mLastCameraMode; }
+ void updateCamera(); // Call once per frame to update camera location/orientation
+ void resetCamera(); // Slam camera into its default position
+ void updateLastCamera(); // Set last camera to current camera
private:
- ECameraMode mCameraMode; // Target mode after transition animation is done
- ECameraMode mLastCameraMode;
+ ECameraMode mCameraMode; // Target mode after transition animation is done
+ ECameraMode mLastCameraMode;
- //--------------------------------------------------------------------
- // Preset
- //--------------------------------------------------------------------
+ //--------------------------------------------------------------------
+ // Preset
+ //--------------------------------------------------------------------
public:
- void switchCameraPreset(ECameraPreset preset);
+ void switchCameraPreset(ECameraPreset preset);
private:
- /** Determines default camera offset depending on the current camera preset */
- LLVector3 getCameraOffsetInitial();
- /** Determines maximum camera distance from target for mouselook, opposite to LAND_MIN_ZOOM */
- F32 getCameraMaxZoomDistance();
+ /** Determines default camera offset depending on the current camera preset */
+ LLVector3 getCameraOffsetInitial();
+ /** Determines maximum camera distance from target for mouselook, opposite to LAND_MIN_ZOOM */
+ F32 getCameraMaxZoomDistance();
- /** Camera preset in Third Person Mode */
- ECameraPreset mCameraPreset;
+ /** Camera preset in Third Person Mode */
+ ECameraPreset mCameraPreset;
- /** Initial camera offsets */
- std::map<ECameraPreset, LLPointer<LLControlVariable> > mCameraOffsetInitial;
+ /** Initial camera offsets */
+ std::map<ECameraPreset, LLPointer<LLControlVariable> > mCameraOffsetInitial;
- /** Initial focus offsets */
- std::map<ECameraPreset, LLPointer<LLControlVariable> > mFocusOffsetInitial;
+ /** Initial focus offsets */
+ std::map<ECameraPreset, LLPointer<LLControlVariable> > mFocusOffsetInitial;
- //--------------------------------------------------------------------
- // Position
- //--------------------------------------------------------------------
+ //--------------------------------------------------------------------
+ // Position
+ //--------------------------------------------------------------------
public:
- LLVector3d getCameraPositionGlobal() const;
- const LLVector3 &getCameraPositionAgent() const;
- LLVector3d calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target
- F32 getCameraMinOffGround(); // Minimum height off ground for this mode, meters
- void setCameraCollidePlane(const LLVector4 &plane) { mCameraCollidePlane = plane; }
- BOOL calcCameraMinDistance(F32 &obj_min_distance);
- F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); }
- void clearCameraLag() { mCameraLag.clearVec(); }
+ LLVector3d getCameraPositionGlobal() const;
+ const LLVector3 &getCameraPositionAgent() const;
+ LLVector3d calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target
+ F32 getCameraMinOffGround(); // Minimum height off ground for this mode, meters
+ void setCameraCollidePlane(const LLVector4 &plane) { mCameraCollidePlane = plane; }
+ BOOL calcCameraMinDistance(F32 &obj_min_distance);
+ F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); }
+ void clearCameraLag() { mCameraLag.clearVec(); }
private:
- F32 mCurrentCameraDistance; // Current camera offset from avatar
- F32 mTargetCameraDistance; // Target camera offset from avatar
- F32 mCameraFOVZoomFactor; // Amount of fov zoom applied to camera when zeroing in on an object
- F32 mCameraCurrentFOVZoomFactor; // Interpolated fov zoom
- F32 mCameraFOVDefault; // Default field of view that is basis for FOV zoom effect
- LLVector4 mCameraCollidePlane; // Colliding plane for camera
- F32 mCameraZoomFraction; // Mousewheel driven fraction of zoom
- LLVector3 mCameraPositionAgent; // Camera position in agent coordinates
- LLVector3 mCameraVirtualPositionAgent; // Camera virtual position (target) before performing FOV zoom
- LLVector3d mCameraSmoothingLastPositionGlobal;
- LLVector3d mCameraSmoothingLastPositionAgent;
- bool mCameraSmoothingStop;
- LLVector3 mCameraLag; // Third person camera lag
- LLVector3 mCameraUpVector; // Camera's up direction in world coordinates (determines the 'roll' of the view)
-
- //--------------------------------------------------------------------
- // Follow
- //--------------------------------------------------------------------
+ F32 mCurrentCameraDistance; // Current camera offset from avatar
+ F32 mTargetCameraDistance; // Target camera offset from avatar
+ F32 mCameraFOVZoomFactor; // Amount of fov zoom applied to camera when zeroing in on an object
+ F32 mCameraCurrentFOVZoomFactor; // Interpolated fov zoom
+ F32 mCameraFOVDefault; // Default field of view that is basis for FOV zoom effect
+ LLVector4 mCameraCollidePlane; // Colliding plane for camera
+ F32 mCameraZoomFraction; // Mousewheel driven fraction of zoom
+ LLVector3 mCameraPositionAgent; // Camera position in agent coordinates
+ LLVector3 mCameraVirtualPositionAgent; // Camera virtual position (target) before performing FOV zoom
+ LLVector3d mCameraSmoothingLastPositionGlobal;
+ LLVector3d mCameraSmoothingLastPositionAgent;
+ bool mCameraSmoothingStop;
+ LLVector3 mCameraLag; // Third person camera lag
+ LLVector3 mCameraUpVector; // Camera's up direction in world coordinates (determines the 'roll' of the view)
+
+ //--------------------------------------------------------------------
+ // Follow
+ //--------------------------------------------------------------------
public:
- void setUsingFollowCam(bool using_follow_cam);
- bool isfollowCamLocked();
+ void setUsingFollowCam(bool using_follow_cam);
+ bool isfollowCamLocked();
private:
- LLFollowCam mFollowCam; // Ventrella
+ LLFollowCam mFollowCam; // Ventrella
- //--------------------------------------------------------------------
- // Sit
- //--------------------------------------------------------------------
+ //--------------------------------------------------------------------
+ // Sit
+ //--------------------------------------------------------------------
public:
- void setupSitCamera();
- BOOL sitCameraEnabled() { return mSitCameraEnabled; }
- void setSitCamera(const LLUUID &object_id,
- const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero);
+ void setupSitCamera();
+ BOOL sitCameraEnabled() { return mSitCameraEnabled; }
+ void setSitCamera(const LLUUID &object_id,
+ const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero);
private:
- LLPointer<LLViewerObject> mSitCameraReferenceObject; // Object to which camera is related when sitting
- BOOL mSitCameraEnabled; // Use provided camera information when sitting?
- LLVector3 mSitCameraPos; // Root relative camera pos when sitting
- LLVector3 mSitCameraFocus; // Root relative camera target when sitting
-
- //--------------------------------------------------------------------
- // Animation
- //--------------------------------------------------------------------
+ LLPointer<LLViewerObject> mSitCameraReferenceObject; // Object to which camera is related when sitting
+ BOOL mSitCameraEnabled; // Use provided camera information when sitting?
+ LLVector3 mSitCameraPos; // Root relative camera pos when sitting
+ LLVector3 mSitCameraFocus; // Root relative camera target when sitting
+
+ //--------------------------------------------------------------------
+ // Animation
+ //--------------------------------------------------------------------
public:
- void setCameraAnimating(BOOL b) { mCameraAnimating = b; }
- BOOL getCameraAnimating() { return mCameraAnimating; }
- void setAnimationDuration(F32 seconds);
- void startCameraAnimation();
- void stopCameraAnimation();
+ void setCameraAnimating(BOOL b) { mCameraAnimating = b; }
+ BOOL getCameraAnimating() { return mCameraAnimating; }
+ void setAnimationDuration(F32 seconds);
+ void startCameraAnimation();
+ void stopCameraAnimation();
private:
- LLFrameTimer mAnimationTimer; // Seconds that transition animation has been active
- F32 mAnimationDuration; // In seconds
- BOOL mCameraAnimating; // Camera is transitioning from one mode to another
- LLVector3d mAnimationCameraStartGlobal; // Camera start position, global coords
- LLVector3d mAnimationFocusStartGlobal; // Camera focus point, global coords
-
- //--------------------------------------------------------------------
- // Focus
- //--------------------------------------------------------------------
+ LLFrameTimer mAnimationTimer; // Seconds that transition animation has been active
+ F32 mAnimationDuration; // In seconds
+ BOOL mCameraAnimating; // Camera is transitioning from one mode to another
+ LLVector3d mAnimationCameraStartGlobal; // Camera start position, global coords
+ LLVector3d mAnimationFocusStartGlobal; // Camera focus point, global coords
+
+ //--------------------------------------------------------------------
+ // Focus
+ //--------------------------------------------------------------------
public:
- LLVector3d calcFocusPositionTargetGlobal();
- LLVector3 calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y);
- BOOL getFocusOnAvatar() const { return mFocusOnAvatar; }
- LLPointer<LLViewerObject>& getFocusObject() { return mFocusObject; }
- F32 getFocusObjectDist() const { return mFocusObjectDist; }
- void updateFocusOffset();
- void validateFocusObject();
- void setFocusGlobal(const LLPickInfo& pick);
- void setFocusGlobal(const LLVector3d &focus, const LLUUID &object_id = LLUUID::null);
- void setFocusOnAvatar(BOOL focus, BOOL animate);
- void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id);
- void clearFocusObject();
- void setFocusObject(LLViewerObject* object);
- void setAllowChangeToFollow(BOOL focus) { mAllowChangeToFollow = focus; }
- void setObjectTracking(BOOL track) { mTrackFocusObject = track; }
- const LLVector3d &getFocusGlobal() const { return mFocusGlobal; }
- const LLVector3d &getFocusTargetGlobal() const { return mFocusTargetGlobal; }
+ LLVector3d calcFocusPositionTargetGlobal();
+ LLVector3 calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y);
+ BOOL getFocusOnAvatar() const { return mFocusOnAvatar; }
+ LLPointer<LLViewerObject>& getFocusObject() { return mFocusObject; }
+ F32 getFocusObjectDist() const { return mFocusObjectDist; }
+ void updateFocusOffset();
+ void validateFocusObject();
+ void setFocusGlobal(const LLPickInfo& pick);
+ void setFocusGlobal(const LLVector3d &focus, const LLUUID &object_id = LLUUID::null);
+ void setFocusOnAvatar(BOOL focus, BOOL animate);
+ void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id);
+ void clearFocusObject();
+ void setFocusObject(LLViewerObject* object);
+ void setAllowChangeToFollow(BOOL focus) { mAllowChangeToFollow = focus; }
+ void setObjectTracking(BOOL track) { mTrackFocusObject = track; }
+ const LLVector3d &getFocusGlobal() const { return mFocusGlobal; }
+ const LLVector3d &getFocusTargetGlobal() const { return mFocusTargetGlobal; }
private:
- LLVector3d mCameraFocusOffset; // Offset from focus point in build mode
- LLVector3d mCameraFocusOffsetTarget; // Target towards which we are lerping the camera's focus offset
- BOOL mFocusOnAvatar;
- BOOL mAllowChangeToFollow;
- LLVector3d mFocusGlobal;
- LLVector3d mFocusTargetGlobal;
- LLPointer<LLViewerObject> mFocusObject;
- F32 mFocusObjectDist;
- LLVector3 mFocusObjectOffset;
- F32 mFocusDotRadius; // Meters
- BOOL mTrackFocusObject;
-
- //--------------------------------------------------------------------
- // Lookat / Pointat
- //--------------------------------------------------------------------
+ LLVector3d mCameraFocusOffset; // Offset from focus point in build mode
+ LLVector3d mCameraFocusOffsetTarget; // Target towards which we are lerping the camera's focus offset
+ BOOL mFocusOnAvatar;
+ BOOL mAllowChangeToFollow;
+ LLVector3d mFocusGlobal;
+ LLVector3d mFocusTargetGlobal;
+ LLPointer<LLViewerObject> mFocusObject;
+ F32 mFocusObjectDist;
+ LLVector3 mFocusObjectOffset;
+ F32 mFocusDotRadius; // Meters
+ BOOL mTrackFocusObject;
+
+ //--------------------------------------------------------------------
+ // Lookat / Pointat
+ //--------------------------------------------------------------------
public:
- void updateLookAt(const S32 mouse_x, const S32 mouse_y);
- BOOL setLookAt(ELookAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
- ELookAtType getLookAtType();
- void lookAtLastChat();
- void slamLookAt(const LLVector3 &look_at); // Set the physics data
- BOOL setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
- EPointAtType getPointAtType();
+ void updateLookAt(const S32 mouse_x, const S32 mouse_y);
+ BOOL setLookAt(ELookAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
+ ELookAtType getLookAtType();
+ void lookAtLastChat();
+ void slamLookAt(const LLVector3 &look_at); // Set the physics data
+ BOOL setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
+ EPointAtType getPointAtType();
public:
- LLPointer<LLHUDEffectLookAt> mLookAt;
- LLPointer<LLHUDEffectPointAt> mPointAt;
+ LLPointer<LLHUDEffectLookAt> mLookAt;
+ LLPointer<LLHUDEffectPointAt> mPointAt;
- //--------------------------------------------------------------------
- // Third person
- //--------------------------------------------------------------------
+ //--------------------------------------------------------------------
+ // Third person
+ //--------------------------------------------------------------------
public:
- LLVector3d calcThirdPersonFocusOffset();
- void setThirdPersonHeadOffset(LLVector3 offset) { mThirdPersonHeadOffset = offset; }
+ LLVector3d calcThirdPersonFocusOffset();
+ void setThirdPersonHeadOffset(LLVector3 offset) { mThirdPersonHeadOffset = offset; }
private:
- LLVector3 mThirdPersonHeadOffset; // Head offset for third person camera position
+ LLVector3 mThirdPersonHeadOffset; // Head offset for third person camera position
- //--------------------------------------------------------------------
- // Orbit
- //--------------------------------------------------------------------
+ //--------------------------------------------------------------------
+ // Orbit
+ //--------------------------------------------------------------------
public:
- void cameraOrbitAround(const F32 radians); // Rotate camera CCW radians about build focus point
- void cameraOrbitOver(const F32 radians); // Rotate camera forward radians over build focus point
- void cameraOrbitIn(const F32 meters); // Move camera in toward build focus point
+ void cameraOrbitAround(const F32 radians); // Rotate camera CCW radians about build focus point
+ void cameraOrbitOver(const F32 radians); // Rotate camera forward radians over build focus point
+ void cameraOrbitIn(const F32 meters); // Move camera in toward build focus point
- //--------------------------------------------------------------------
- // Zoom
- //--------------------------------------------------------------------
+ //--------------------------------------------------------------------
+ // Zoom
+ //--------------------------------------------------------------------
public:
- void handleScrollWheel(S32 clicks); // Mousewheel driven zoom
- void cameraZoomIn(const F32 factor); // Zoom in by fraction of current distance
- F32 getCameraZoomFraction(); // Get camera zoom as fraction of minimum and maximum zoom
- void setCameraZoomFraction(F32 fraction); // Set camera zoom as fraction of minimum and maximum zoom
- F32 calcCameraFOVZoomFactor();
-
- //--------------------------------------------------------------------
- // Pan
- //--------------------------------------------------------------------
+ void handleScrollWheel(S32 clicks); // Mousewheel driven zoom
+ void cameraZoomIn(const F32 factor); // Zoom in by fraction of current distance
+ F32 getCameraZoomFraction(); // Get camera zoom as fraction of minimum and maximum zoom
+ void setCameraZoomFraction(F32 fraction); // Set camera zoom as fraction of minimum and maximum zoom
+ F32 calcCameraFOVZoomFactor();
+
+ //--------------------------------------------------------------------
+ // Pan
+ //--------------------------------------------------------------------
public:
- void cameraPanIn(const F32 meters);
- void cameraPanLeft(const F32 meters);
- void cameraPanUp(const F32 meters);
-
- //--------------------------------------------------------------------
- // View
- //--------------------------------------------------------------------
+ void cameraPanIn(const F32 meters);
+ void cameraPanLeft(const F32 meters);
+ void cameraPanUp(const F32 meters);
+
+ //--------------------------------------------------------------------
+ // View
+ //--------------------------------------------------------------------
public:
- // Called whenever the agent moves. Puts camera back in default position, deselects items, etc.
- void resetView(BOOL reset_camera = TRUE, BOOL change_camera = FALSE);
- // Called on camera movement. Unlocks camera from the default position behind the avatar.
- void unlockView();
+ // Called whenever the agent moves. Puts camera back in default position, deselects items, etc.
+ void resetView(BOOL reset_camera = TRUE, BOOL change_camera = FALSE);
+ // Called on camera movement. Unlocks camera from the default position behind the avatar.
+ void unlockView();
public:
- F32 mDrawDistance;
+ F32 mDrawDistance;
- //--------------------------------------------------------------------
- // Mouselook
- //--------------------------------------------------------------------
+ //--------------------------------------------------------------------
+ // Mouselook
+ //--------------------------------------------------------------------
public:
- BOOL getForceMouselook() const { return mForceMouselook; }
- void setForceMouselook(BOOL mouselook) { mForceMouselook = mouselook; }
+ BOOL getForceMouselook() const { return mForceMouselook; }
+ void setForceMouselook(BOOL mouselook) { mForceMouselook = mouselook; }
private:
- BOOL mForceMouselook;
-
- //--------------------------------------------------------------------
- // HUD
- //--------------------------------------------------------------------
+ BOOL mForceMouselook;
+
+ //--------------------------------------------------------------------
+ // HUD
+ //--------------------------------------------------------------------
public:
- F32 mHUDTargetZoom; // Target zoom level for HUD objects (used when editing)
- F32 mHUDCurZoom; // Current animated zoom level for HUD objects
+ F32 mHUDTargetZoom; // Target zoom level for HUD objects (used when editing)
+ F32 mHUDCurZoom; // Current animated zoom level for HUD objects
/********************************************************************************
@@ -312,84 +312,84 @@ public:
**/
public:
- S32 getAtKey() const { return mAtKey; }
- S32 getWalkKey() const { return mWalkKey; }
- S32 getLeftKey() const { return mLeftKey; }
- S32 getUpKey() const { return mUpKey; }
- F32 getYawKey() const { return mYawKey; }
- F32 getPitchKey() const { return mPitchKey; }
-
- void setAtKey(S32 mag) { mAtKey = mag; }
- void setWalkKey(S32 mag) { mWalkKey = mag; }
- void setLeftKey(S32 mag) { mLeftKey = mag; }
- void setUpKey(S32 mag) { mUpKey = mag; }
- void setYawKey(F32 mag) { mYawKey = mag; }
- void setPitchKey(F32 mag) { mPitchKey = mag; }
-
- void clearGeneralKeys();
- static S32 directionToKey(S32 direction); // Changes direction to -1/0/1
+ S32 getAtKey() const { return mAtKey; }
+ S32 getWalkKey() const { return mWalkKey; }
+ S32 getLeftKey() const { return mLeftKey; }
+ S32 getUpKey() const { return mUpKey; }
+ F32 getYawKey() const { return mYawKey; }
+ F32 getPitchKey() const { return mPitchKey; }
+
+ void setAtKey(S32 mag) { mAtKey = mag; }
+ void setWalkKey(S32 mag) { mWalkKey = mag; }
+ void setLeftKey(S32 mag) { mLeftKey = mag; }
+ void setUpKey(S32 mag) { mUpKey = mag; }
+ void setYawKey(F32 mag) { mYawKey = mag; }
+ void setPitchKey(F32 mag) { mPitchKey = mag; }
+
+ void clearGeneralKeys();
+ static S32 directionToKey(S32 direction); // Changes direction to -1/0/1
private:
- S32 mAtKey; // Either 1, 0, or -1. Indicates that movement key is pressed
- S32 mWalkKey; // Like AtKey, but causes less forward thrust
- S32 mLeftKey;
- S32 mUpKey;
- F32 mYawKey;
- F32 mPitchKey;
-
- //--------------------------------------------------------------------
- // Orbit
- //--------------------------------------------------------------------
+ S32 mAtKey; // Either 1, 0, or -1. Indicates that movement key is pressed
+ S32 mWalkKey; // Like AtKey, but causes less forward thrust
+ S32 mLeftKey;
+ S32 mUpKey;
+ F32 mYawKey;
+ F32 mPitchKey;
+
+ //--------------------------------------------------------------------
+ // Orbit
+ //--------------------------------------------------------------------
public:
- F32 getOrbitLeftKey() const { return mOrbitLeftKey; }
- F32 getOrbitRightKey() const { return mOrbitRightKey; }
- F32 getOrbitUpKey() const { return mOrbitUpKey; }
- F32 getOrbitDownKey() const { return mOrbitDownKey; }
- F32 getOrbitInKey() const { return mOrbitInKey; }
- F32 getOrbitOutKey() const { return mOrbitOutKey; }
-
- void setOrbitLeftKey(F32 mag) { mOrbitLeftKey = mag; }
- void setOrbitRightKey(F32 mag) { mOrbitRightKey = mag; }
- void setOrbitUpKey(F32 mag) { mOrbitUpKey = mag; }
- void setOrbitDownKey(F32 mag) { mOrbitDownKey = mag; }
- void setOrbitInKey(F32 mag) { mOrbitInKey = mag; }
- void setOrbitOutKey(F32 mag) { mOrbitOutKey = mag; }
-
- void clearOrbitKeys();
+ F32 getOrbitLeftKey() const { return mOrbitLeftKey; }
+ F32 getOrbitRightKey() const { return mOrbitRightKey; }
+ F32 getOrbitUpKey() const { return mOrbitUpKey; }
+ F32 getOrbitDownKey() const { return mOrbitDownKey; }
+ F32 getOrbitInKey() const { return mOrbitInKey; }
+ F32 getOrbitOutKey() const { return mOrbitOutKey; }
+
+ void setOrbitLeftKey(F32 mag) { mOrbitLeftKey = mag; }
+ void setOrbitRightKey(F32 mag) { mOrbitRightKey = mag; }
+ void setOrbitUpKey(F32 mag) { mOrbitUpKey = mag; }
+ void setOrbitDownKey(F32 mag) { mOrbitDownKey = mag; }
+ void setOrbitInKey(F32 mag) { mOrbitInKey = mag; }
+ void setOrbitOutKey(F32 mag) { mOrbitOutKey = mag; }
+
+ void clearOrbitKeys();
private:
- F32 mOrbitLeftKey;
- F32 mOrbitRightKey;
- F32 mOrbitUpKey;
- F32 mOrbitDownKey;
- F32 mOrbitInKey;
- F32 mOrbitOutKey;
-
- //--------------------------------------------------------------------
- // Pan
- //--------------------------------------------------------------------
+ F32 mOrbitLeftKey;
+ F32 mOrbitRightKey;
+ F32 mOrbitUpKey;
+ F32 mOrbitDownKey;
+ F32 mOrbitInKey;
+ F32 mOrbitOutKey;
+
+ //--------------------------------------------------------------------
+ // Pan
+ //--------------------------------------------------------------------
public:
- F32 getPanLeftKey() const { return mPanLeftKey; }
- F32 getPanRightKey() const { return mPanRightKey; }
- F32 getPanUpKey() const { return mPanUpKey; }
- F32 getPanDownKey() const { return mPanDownKey; }
- F32 getPanInKey() const { return mPanInKey; }
- F32 getPanOutKey() const { return mPanOutKey; }
-
- void setPanLeftKey(F32 mag) { mPanLeftKey = mag; }
- void setPanRightKey(F32 mag) { mPanRightKey = mag; }
- void setPanUpKey(F32 mag) { mPanUpKey = mag; }
- void setPanDownKey(F32 mag) { mPanDownKey = mag; }
- void setPanInKey(F32 mag) { mPanInKey = mag; }
- void setPanOutKey(F32 mag) { mPanOutKey = mag; }
-
- void clearPanKeys();
+ F32 getPanLeftKey() const { return mPanLeftKey; }
+ F32 getPanRightKey() const { return mPanRightKey; }
+ F32 getPanUpKey() const { return mPanUpKey; }
+ F32 getPanDownKey() const { return mPanDownKey; }
+ F32 getPanInKey() const { return mPanInKey; }
+ F32 getPanOutKey() const { return mPanOutKey; }
+
+ void setPanLeftKey(F32 mag) { mPanLeftKey = mag; }
+ void setPanRightKey(F32 mag) { mPanRightKey = mag; }
+ void setPanUpKey(F32 mag) { mPanUpKey = mag; }
+ void setPanDownKey(F32 mag) { mPanDownKey = mag; }
+ void setPanInKey(F32 mag) { mPanInKey = mag; }
+ void setPanOutKey(F32 mag) { mPanOutKey = mag; }
+
+ void clearPanKeys();
private:
- F32 mPanUpKey;
- F32 mPanDownKey;
- F32 mPanLeftKey;
- F32 mPanRightKey;
- F32 mPanInKey;
- F32 mPanOutKey;
+ F32 mPanUpKey;
+ F32 mPanDownKey;
+ F32 mPanLeftKey;
+ F32 mPanRightKey;
+ F32 mPanInKey;
+ F32 mPanOutKey;
/** Keys
** **